<div dir="ltr"><div><div>Hello all,<br><br>I was reading the WL_bind_wayland_display extension spec and noticed the following:<br><br> EGL_TEXTURE_Y_U_V_WL<br> Three planes, samples Y from the first plane to r in<br>
the shader, U from the second plane to r, and V from<br> the third plane to r.<br><br> EGL_TEXTURE_Y_UV_WL<br> Two planes, samples Y from the first plane to r in<br> the shader, U and V from the second plane to rg.<br>
<br> EGL_TEXTURE_Y_XUXV_WL<br> Two planes, samples Y from the first plane to r in<br> the shader, U and V from the second plane to g and a.<br><br></div><div>How does this work? EGL_TEXTURE_Y_U_V_WL puts all planes in r; EGL_TEXTURE_Y_UV_WL puts a plane in r and one in rg (thus overlapping).<br>
</div><div><br></div>Regards,<br>Wladimir<br></div><br></div>